Oculus Demon (CR 13)
AC: 28 (+9 Dex, +9 natural), touch 19, flat-footed 19
Hit Dice: 15d8+120 (187 hp); DR: 10/cold iron and good
Fort +17, Ref +18, Will +9
Speed: 30 ft., fly 70 ft. (good)
Space: 5 ft./5 ft.
Base Attack +15; Grapple +21
Attack: +1 unholy longsword +22 melee and 3 eyebolts +24 ranged touch
Full Attack: +1 unholy longsword +22/+17/+12 and claw +16 melee and 3 eyebolts +24 ranged touch
Damage: +1 unholy longsword 1d8+7/19-20, claw 1d6+3, 3 eyebolts 2d8 plus special
Special Attacks/Actions: Eyebolts, paralyzing gaze, spell-like abilities
Abilities: Str 23, Dex 28, Con 26, Int 10, Wis 10, Cha 12
Special Qualities: immune to electricity, immune to fire, immune to poison, negative energy affinity, resist acid 10, resist cold 10, SR 24
Feats: Dodge; Improved Critical (longsword); Mobility; Point Blank Shot; Precise Shot; Shot on the Run
Skills: Concentration +26, Diplomacy +3, Hide +27, Intimidate +19, Listen +18, Move Silently +27, Search +26, Sense Motive +18, and Spot +26
Advancement: 16-23 HD (Medium), 24-35 HD (Large), 36-45 HD (Huge)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary, pair, flock (3-8)
Treasure/Possessions: Double standard plus +1 unholy longsword
Eyebolt (Su): As a free action that doesn't provoke an attack of opportunity, an oculus demon can project three separate beams of pale gray negative energy from any three of the eyes that cover its body. Each ray has a range of 70 feet. On a successful ranged touch attack, an eyebolt inflicts 2d8 points damage from negative energy. This damage heals undead creatures in the same way an inflict wounds spell does.
A creature that takes damage from an eyebolt must make a DC 25 Fortitude save to avoid the mind-numbing fear and nausea the energy inflicts on living souls. On a failed save, the victim's body becomes wracked with pain and fever - the creature becomes sickened and takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. These effects persist for i hour, or until they are removed by anything that removes a fear effect.
A creature that is already sickened by an eyebolt becomes panicked for 1d4 rounds if struck by another eyebolt and it fails to make the DC 25 Fortitude save.
A creature that is already panicked by an eyebolt is rendered unconscious if struck by another eyebolt and it fails to make the DC 25 Fortitude save. A DC 20 Heal check or any form of magic healing restores consciousness to the victim; otherwise, he remains unconscious for 1d4 hours.
These additional eyebolt effects are mind-affecting necromantic fear effects.
Paralyzing Gaze (Su): Paralysis for 1d4 rounds, 30 feet, Fortitude DC 18 negates. The save DC is Charisma-based.
Spell-Like Abilities (Sp): At will - greater arcane sight, blindness/deafness (DC 13), detect law, dispel magic, invisibility, dimension door, protection from law, tongues, true seeing, vampiric touch. 3/day - dispel law, chaos hammer (DC 15), mirror image. Caster level 15.
All-Around Vision (Ex): An oculus's many eyes give it a +8 racial bonus on Search and Spot checks, and they can't be flanked.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).